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  • I had packet loss problems (marked by the double diamond symbol) multiple times during the event.

    So, if I had to bet, the servers are just not working as they should. Nothing to worry about, and hoping that they fix it soon is the only thing we can do.

  • @Blueberry said:

    The entire point of what made it good is the strong effect being at a 1 totem requirement as that was reasonable to maintain. If literally any of it being good requires more than 1 rekindled at a time it's now trash. You aren't sitting in a match with 2+ rekindled totems almost ever. This is even before we get into showing the rekindled totem auras which is also a massive nerf in itself and would probably kill the perk by itself without the aforementioned changes…We'll wait and see the numbers before too harsh a judgement but this reads dead perk all over it.

    I think the nerfs are totally necessary and justified. I mean, it's so hard to counter right now!

    Having to remember where the totem you just cleaned is so you can clean it again? That's too much for the average survivor, obviously.

  • @ChurchofPig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906364#Comment_3906364

    I will say, Wraith has no reason to kill any survivors, Spirit has no reason to kill any survivors, Artist has no reason to kill any survivors, but they do anyways. Hell, in their lore 2 of those killers never killed anyone prior to the realm. It wouldn't be anything new for the devs to pull something like that since they seem to love doing that with their original killers and then just be like "yeah now they're either brainwashed or just super bad now that they're in the realm trying to kill everyone."

    Wraith and Spirit are literally based on vengeful monsters so enraged they kill and destroy everything in their path. BHVR isn't the first to depict those entities like this. Artist follow the same philosophy, just not based in any myth or folklore, and it's an original design (as far as I know).

    But I'm not saying that BHVR didn't pull things like that in the past. What I'm saying is that if you need to change a character to the point of him being totally out of character so he fits in, not only did he not fit to begin with, but people are not going to like it as they are not even the same character anymore.

  • @BrightWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906322#Comment_3906322

    You…you know the entity could brainwash them into thinking that they're killing Silver Millenium members right??

    If you need a lazy written excuse for the character to make sense in the game, then that character didn't fit in the game to begin with. You just forced it.

    Also, just what people want: To have their favorite character in the game with his personality changed by "brainwashing" so they aren't the same character anymore.

  • @BrightWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905907#Comment_3905907

    How? It's an anime about killing N*zi vampires and zombies. Lots of blood, gore and elements of body horror. It'd be a good fit as a cosmetic collab at the very least.

    How? It's an anime about killing N*zi vampires and zombies […]

    Exactly. None of the characters you mentioned would have any reason to kill four innocent humans in the trials. In fact, their job is basically to hunt the kind of monsters that form the DbD killer roster. Lorewise speaking, they don't fit in the killer role. And they don't fit in the survivor role either for obvious reasons.

    For me, having them in DbD (even as cosmetics) fits in as much as having Goku in Fortnite jumping around and shooting people with a shotgun. But that's my opinion.

  • @BrightWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905588#Comment_3905588

    Imagine if they introduced Hellsing as either a skin collab or bring in Alucard, Seras Victoria or Father Anderson in as an actual killers to DbD. Alucard's Eng VA is already voicing Dracula, so I could see him being a collab skin. (Though it's IP on IP, so it would never happen, but nice to think about.)

    Alucard would make a pretty awesome Slinger cosmetic and Anderson could be a good fit for Doctor. Seras could maybe fit Spirirt or maybe Skull Merchant, but im not overly sure.

    Hellsing would be the perfect example of "something that doesn't fit DbD". And it is one of my favorite animes.

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/0PSLDLA8TOJV/dbd-designpreview-sm-banner-1920x1080.png

    [Reposting the Design Preview here to help centralize feedback and discussion]

    Today, we want to dig into a topic that we know many of you have been yearning to know more about: our vision for the future of The Skull Merchant! 

    REEVALUATING THE SKULL MERCHANT

    We know that Skull Merchant is a divisive Killer who, regardless of her performance in a Trial, carries a lot of history and strong feelings among players. 

    Many players feel she’s not fun to play against and her kit is exceedingly complex. This scares away potential Killers from trying her and makes it difficult for Survivors to consider counterplay without dedicated research. 

    As we look to reworking Skull Merchant, our aim is to: 

    1. Strike a balance between being fun to play as and against 
    2. Preserve the intel focus of her kit, while making it intuitive to understand for both sides 
    3. Move away from a passive power with limited player interactions and embrace a more active playstyle, while ensuring her power is compensated in interesting ways 

    Those last two points may be particularly difficult to hear for long-time Skull Merchant mains, but we feel it’s important to be clear about our intentions here. While the future we envision for Skull Merchant is quite different from her previous iterations, we feel this rework brings some exciting new tools of torment to the table! 

    DRONES 2.0

    Skull Merchant can deploy a Stealth Drone (she carries a total of 5), which scans its immediate vicinity and provides intel back to her. After a short activation period, the Drone gives off subtle audio and visual indications of the area being scanned, revealing any Survivors on the Radar who are caught by its two rotating detection zones. 

     Importantly, we’ve slowed their rotation speed slightly and toned down the visual intensity of these zones, removing the large scan lines to replace them with something more subtle. Namely, you'll see the direction of each detection zone as they rotate, but the detection zone itself is invisible. This gives Survivors an impression of the space that’s being actively scanned but requires them to proceed cautiously. 

    https://us.v-cdn.net/6030815/uploads/C6VWTQBQ1BTU/image-aaf071f6c3346-22ec.png

    While we know they had their supporters, the original scan lines were visually loud and often clashed with the rest of the game’s look and feel. The intent here is to strike a balance between giving Survivors just enough info to assess the threat (a subtle, rotating field of detection) without that threat overwhelming the space and feeling incongruous to Dead by Daylight’s visual identity. 

    DRONE CONTROL

    Once a Stealth Drone has been active for a short period, Skull Merchant can choose to take control of Drones from a distance. During this time, she becomes Undetectable, as her controlled Drone becomes the primary threat. These Stealth Drones move slightly faster than her base movement speed and consume a new resource – Power, unique to each Drone – while being controlled. 

    Power is consumed slowly as the controlled Drone idles and slightly more is consumed while moving. Skull Merchant is also able to use a burst of this Power to activate Drone Propulsion. This charged power sends the Drone flying forward at high speed, relative to how long it was charged. 

    https://us.v-cdn.net/6030815/uploads/IMXNYNDDTZL2/sm-kd-articleasset.gif

    Put simply: Stealth Drone go brr 

    Hitting a Survivor with Drone Propulsion causes them to lose a health state. If you hit a Survivor or collide with an object during this action, the Drone will be destroyed and return control to Skull Merchant. 

    With these new Stealth Drones, we want to give players something that feels familiar (using drones to gather intel) but also opens the door for unique skill expression opportunities (re-positioning Drones and Propulsion skill shots). Using technology to hunt her prey is core to Skull Merchant’s identity and so it’s important that we stay true to that! 

    We have opted to remove many of the background effects – Hindered, Haste, Lock On, Claw Trap – that were previously tied to these Drones, though. Rather than doing a little bit of everything with her Drones under layers of complexity, we want their use cases to be clear to Killers and Survivors alike, on the fly. Basically, if they’re static, they’re likely scanning for Survivors. If they’re moving, they’re a collision hazard. 

    DRONE HACKING

    Like Drones themselves, Drone Hacking returns with a greater degree of risk and reward. Like before, Drones can be disabled by Survivors by inputting a series of button presses while close. If a Drone is disabled, Skull Merchant’s aura is revealed to that Survivor, providing useful intel. If the Hack is failed, they are revealed by Killer Instinct and are prevented from attempting another hack for a short period. 

    The intention here is to introduce a greater degree of tension to hacking, while offering a clear way for Survivors to interact with Skull Merchant’s kit in a meaningful way. The intel reward is greater than before, but the risk of being revealed is more impactful. With intel at the center of this tension on both sides, we hope it makes this interaction easily digestible by players. 

    RED LIGHT, GREEN LIGHT

    In addition to her Drones, Skull Merchant has another power that ties into her Radar. While the name is currently TBD, let’s refer to it as a Global Detection Power. Once this power is charged and activated, a global warning plays for all Survivors. For a short period afterwards, any Survivor who actively sprints is revealed on her Radar. Of course, crouching, standing still, and hiding in lockers all prevent detection. Added to the intel provided by Stealth Drones around the map, this should help ensure Killers are easily able to keep tabs on Survivors’ movements. 

    In line with our rationale above, we want Survivors to have a clear understanding of what’s happening when they face Skull Merchant. Where the overlapping timers and status effects of Skull Merchant’s previous kit often obscured what the expected result of an encounter might be, structuring this power around a well-known game – red light, green light – provides a clear and readable threat, a clear benefit for the Killer, and a clear path for Survivors to try and overcome it. 

    TENTATIVE RELEASE

    We are currently evaluating a timeline for Skull Merchant’s rework but do envision it being quite far out as our primary focus is on driving quality-of-life updates. Once we have a timeline to share, we will be sure to keep you informed via future Design Preview updates. 

    Phew – that was a lot! How do you feel about this rework? We want to hear from you! Jump into our survey and share your thoughts right here: 

    https://forums.bhvr.com/home/leaving?allowTrusted=1&target=https%3A%2F%2Fwww.surveymonkey.com%2Fr%2FDPSM_DF_MAR%3Fvalue%3D%255Bvalue_value%255D

    See you in The Fog!

    The Dead by Daylight Team

    I was going to do a post about my opinion on the changes, but JCglitchmaster posted a video that explains pretty much all of what I was going to say, so here it is:

    https://www.youtube.com/watch?v=ypCiWJ8VJo4

    The only thing I would add is that you should be able to still control the drones even if they are hacked, or then you would have the exact same problem the current Skull Merchant has while facing a team that knows what is doing and hacks every single one of your drones, except that now you don't have anything else to compensate for your main power being completely countered (no anti-loop, no haste, etc.).

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882369#Comment_3882369

    If you have two characters with a power level of 50, and a third with a power level of 75, you would not be remiss in saying that the game is balanced around a power level of 50.

    If one of the characters with a PL of 50 was then buffed to a PL of 75, you would then say that the game is balanced around a PL of 75.

    They are gen affecting perks and complete the exact same objective, slowing the game down.

    The fact that you keep referencing SWF in every sentence pertaining to an imbalance of power.

    I'll refrain from posting the picture of Haddonfield's pallet. No infinites were not skillful, but we've moved to the opposite. Now we have tiles that are actually useless. Most Coldwind tiles are horrible, for example. Almost zero gyms spawn and all you get are ######### filler pallets and massive dead zones. How skillful of the Killer to hit someone when there's nothing for miles?

    SWF can make up for poor perks via communication, which has always been the strongest tool in the game. Solo Q feels the loss of perks and maps far more keenly because they have nothing else to pick them up.

    If you have two characters with a power level of 50, and a third with a power level of 75, you would not be remiss in saying that the game is balanced around a power level of 50. […]

    You did the exact same thing as Firellius, just with different wording. So, I'm just going to copy-paste what I said to him:

    You are assuming that those changes were made to put Killers at the level of SWF or that it was the result of them when there's nothing that indicates such. In fact, just as I explained, none of them helped Killers to specifically deal with 4-man SWF, but with survivors in general.

    They are gen affecting perks and complete the exact same objective, slowing the game down.

    Alright. Still no regression perks, and still nerfed since 6.1.

    I'll refrain from posting the picture of Haddonfield's pallet. No infinites were not skillful, but we've moved to the opposite. Now we have tiles that are actually useless. Most Coldwind tiles are horrible, for example. Almost zero gyms spawn and all you get are ######### filler pallets and massive dead zones. How skillful of the Killer to hit someone when there's nothing for miles?

    So, again, your complaint is that now you can't link strong loops one after another in every map, and now there are some tiles where you need to get the stunt for them to be useful, which requires skill and timing, before getting to the next strong loop, right?

    SWF can make up for poor perks via communication, which has always been the strongest tool in the game. Solo Q feels the loss of perks and maps far more keenly because they have nothing else to pick them up.

    How? How has having communication helped anyone with "DS being 3 seconds and useless for a long while, Self-Care, Iron Will, etc etc." or DH being a bad perk according to you because "it relies on ping"? Are you telling me that being able to talk with teammates makes those "tiles that are actually useless" any more useful?

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882354#Comment_3882354

    Ah, I see. You only consider intent, not outcome, and you give no value to an interpretation of the outcome.

    No point in continuing then, because I'm not from BHVR.

    You are "interpreting an outcome" that you yourself came up with (Killers are at the same level as SWF) with the only argument supporting it being you assuming that those changes were made to get that outcome in the first place. Just like I said, "You are assuming that those changes were made to put Killers at the level of SWF or that it was the result of them when there's nothing that indicates such".

    So yeah, your "interpretation of the outcome" that you fabricated has no value at all. Have a nice day.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882315#Comment_3882315

    By making maps smaller, they forced the tiles (and gens) to be closer together. This made it so that Killers felt like there was higher tile density, but the actual number of tiles remained the same. That is, until recently, where they simply adjusted that logic. Now, fewer tiles spawn, fewer still with pallets.

    They also completely destroyed the old atmosphere of those maps, but that isn't a balance thing.

    DS being 3 seconds and useless for a long while, Self-Care (seriously why), Iron Will, etc etc. Yeah, DH too. A perk that relies on ping isn't a good perk.

    PR, PGTW, Corrupt, DMS are all bad now? And you are seriously going to hold that argument that if regression was better Killers wouldn't do X? Of course they would. That's how video games work.

    You seem to be under some false narrative that 4-man High MMR SWF's are overpowered and winning all the time.

    https://us.v-cdn.net/6030815/uploads/DOSY59BYGK92/screenshot-2024-06-28-140603.png

    They aren't. They aren't even escaping 50% of the time, based off of our most recent stats from BHVR.

    By making maps smaller, they forced loop quality to go down. This means Survivor skill matters far less than Killer incompetence. That coupled with getting rid of meta perks, whilst also increasing the number of anti-loop and anti-gen aspects of the game, has disproportionally affected Solo Q Survivors.

    By making maps smaller, they forced the tiles (and gens) to be closer together. […]

    What makes this a change that makes the game balanced around "SWF vs Killer"?

    DS being 3 seconds and useless for a long while, Self-Care (seriously why), Iron Will, etc etc. Yeah, DH too. A perk that relies on ping isn't a good perk.

    Same question.

    PR, PGTW, Corrupt, DMS are all bad now?

    PR and PGTW are the 1.5 regression perks that are still viable, with PGTW being debatable as it depends on the current progression the gen you are kicking has. And yet, none of them are worth running nowadays if comparing them to simply slugging the survivors for all the reasons already mentioned.

    Corrupt and DMS are not regression perks, but funnily enough, both have received nerfs since 6.1.

    And you are seriously going to hold that argument that if regression was better Killers wouldn't do X? Of course they would. That's how video games work.

    I'm not going to hold that argument, because I never made it. In fact, I never said that slugging doesn't need to be addressed.

    My argument was and has always been that the mistake BHVR made was making all those changes that made slugging more rewarding than hooking without dealing with the core problem (gen progression / min gen times). That, and that they will make an even bigger mistake if they implement another base mechanic to deal with slugging without dealing with it first (and with first, I mean preferably at the same time).

    You seem to be under some false narrative that 4-man High MMR SWF's are overpowered and winning all the time.

    What part of anything I said has made you come to that conclusion?

    By making maps smaller, they forced loop quality to go down. This means Survivor skill matters far less than Killer incompetence.

    That doesn't make any sense. In any case, it is the contrary: With no easy infinites and fewer super-safe loops you can use, survivor skills matter more than ever, as now you have to loop well to use them in an effective manner.

    Are you telling me that you consider it more skillful to just vault a window in an infinite loop over and over again than needing enough game sense to know when to drop the pallet, stay or leave the loop, etc.?

    That coupled with getting rid of meta perks, whilst also increasing the number of anti-loop and anti-gen aspects of the game, has disproportionally affected Solo Q Survivors.

    But all that also affects SWF…

    Again, you are claiming that those changes made the game be balanced around "4-man SWF vs Killers". What I'm asking you is how those changes accomplished that when they affect all survivors or even both sides and not just SWF / SoloQ.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882336#Comment_3882336

    it literally, LITERALLY forces 12-hooking.

    No it doesn't. It can only be used three times per match to any kind of effect, since using it while you have a hookstate already on the books will immediately put you on death hook, while also making you exposed. It also requires at least three copies to be in play in order to achieve this effect, since it can effectively only add one per perk.

    it punishes any hooking order

    How does it 'punish' it? By giving the user the 'exposed' status? How is that a punishment?

    It subverts it, it doesn't 'punish' it. You're not worse off when tunnelling into an StB than you would be if you weren't tunnelling at all. You're taking tunnelling as the baseline and judging from there, that's why you think StB is strong. It's a counter to your favourite strategy and you are not adapting to it.

    This kind of gameplay is literally hardcore bad for killers with today's state of hooking.

    I remember back before killers got buffed out the wazoo when killers would avoid tunnelling just to not hit DS. Then they got buffed a bunch and suddenly we're all hyperdependent on it or something.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882340#Comment_3882340

    But if those things weren't specifically tailored around "4-man SWF vs Killer", then it is a general purpose buff / nerf that affects everybody, SWF or not, and you can't use it to claim that the game is balanced around them.

    If you have Solo and killer both at C grade and swiffer at A grade, then it's clear that the game is generally balanced around C grade, no?

    So if you then buff killer up to A grade to be right next to swiffer, then it's clear the game is generally balanced around A grade now, no?

    That's why these buffs, even if they're not specifically designed to counter swiffers, still mean it's balanced around swiffers.

    That would be like saying that buffing flashlights or base speed would be balancing the game around SoloQ vs Killers, even when the buff affects SWF too. It doesn't make sense.

    It would be balancing around solo queue, though. Because this would push swiffers OUT of balance. If you buffed solo queue to be on par with killers, in a way which would also buff swiffers, then swiffers would automatically become the outlier, no?

    False correlation. You are talking about specific changes to a specific killer to balance him around another killer, and he is mainly talking about general changes that affected a side as a whole, both sides, or don't have anything to do with going against coordinated 4-man SWF like the MMR to argue that the game is balanced around "SWF vs Killer".

    It's not a correlation, it's an analogy.

    […] So if you then buff killer up to A grade to be right next to swiffer, then it's clear the game is generally balanced around A grade now, no? […]

    You are assuming that those changes were made to put Killers at the level of SWF or that it was the result of them when there's nothing that indicates such. In fact, just as I explained, none of them helped Killers to specifically deal with 4-man SWF, but with survivors in general.

    It would be balancing around solo queue, though. Because this would push swiffers OUT of balance. If you buffed solo queue to be on par with killers, in a way which would also buff swiffers, then swiffers would automatically become the outlier, no?

    If you are buffing SoloQ in a way that also buff SWF, then you are not buffing SoloQ, you are buffing survivors as a whole. Ergo, you are not balancing around SoloQ specifically, and you can't claim that they are now balancing the game around SoloQ vs Killers.

    It's not a correlation, it's an analogy.

    My bad, allow me to rectify: What you did there is a false analogy fallacy, not a correlation.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882315#Comment_3882315

    This

    What part of it made dealing with a 4-man SWF easier?

    and this

    And how does anti-loop help specifically to deal with a coordinated 4-man SWF?

    are different things.

    A buff doesn't have to be specifically tailored to dealing with 4-man swiffers to still help against 4-man swiffers. The action speed increase, the reduced hit-sprint, the longer generators, all of those will help you deal with a 4-man swiffer, even if they aren't -specifically- designed to deal with a 4-man swiffer. That's what I wager Pulsar is referring to when they state that the game is now balanced around swiffers, not solos. Killers just got flat buffs across the board to bump them up from solo tier to swiffer tier.

    Think of it like this: If you want to shorten the gap between Nurse and Trapper, you don't need to specifically give Trapper the ability to phase through walls so that he's specifically more analogous to Nurse. You can also give him pre-installed traps, auto-resetting traps, more trap carrying capacity, or some new ability to trap generators. These won't help him compete better with -specifically Nurse-, but they will help him compete better with Nurse anyway.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882324#Comment_3882324

    sholder the burden

    I still do not understand how Shoulder the Burden is considered a 'powerful perk'. All it does is make someone exposed upon unhooking. It's Make Your Choice, except it's in a survivor slot.

    Unless, of course, you're a tunnelling addict.

    This What part of it made dealing with a 4-man SWF easier? and this And how does anti-loop help specifically to deal with a coordinated 4-man SWF? are different things.

    Yeah, that's why they are two questions to two different topics…

    A buff doesn't have to be specifically tailored to dealing with 4-man swiffers to still help against 4-man swiffers. […]

    True. Just like I said, some things he mentioned did help Killers to chase survivors compared to when the game was survivor sided, no doubt.

    But if those things weren't specifically tailored around "4-man SWF vs Killer", then it is a general purpose buff / nerf that affects everybody, SWF or not, and you can't use it to claim that the game is balanced around them. That would be like saying that buffing flashlights or base speed would be balancing the game around SoloQ vs Killers, even when the buff affects SWF too. It doesn't make sense.

    Think of it like this: If you want to shorten the gap between Nurse and Trapper, you don't need to specifically give Trapper the ability to phase through walls so that he's specifically more analogous to Nurse. […]

    False correlation. You are talking about specific changes to a specific killer to balance him around another killer, and he is mainly talking about general changes that affected a side as a whole, both sides, or don't have anything to do with going against coordinated 4-man SWF like the MMR to argue that the game is balanced around "SWF vs Killer".

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882244#Comment_3882244

    The destruction of old maps. Nerfing of older perks. Tile spawn logic rework. Regression expansion. 6.1.0. Pretty much all Killers coming with basekit anti-loop. A wealth of aura perks. MMR.

    Perhaps all of those things seemed straightforward at the time, but they've rebalanced the game to be SWF vs Killer, where it was SWF >> Killer = Solo Q, now it is SWF = Killer >> Solo Q

    The destruction of old maps. […] Tile spawn logic rework.

    What do you mean by "destruction"? The removal of infinite loops? Reducing the size of gigantic maps so killers with low mobility don't have to spend a long time to reach a gen? And what about the tiles? Again, do you mean not allowing survivors to link strong loops one after another, making them a pseudo-infinite loop?…

    Nerfing of older perks.

    What perks? Old DH, that allowed survivors to make every chase take at least 1/2 longer? Old-old DH, that was even worse in putting the killer in lose-lose situations? The ones that allowed you to heal between hits?…

    Regression expansion.

    And how does that "expansion" help against 4-man SWF when they nerfed every single one of those perks, leaving only 1.5 of them viable?

    6.1.0

    What part of it made dealing with a 4-man SWF easier?

    Pretty much all Killers coming with basekit anti-loop.

    And how does anti-loop help specifically to deal with a coordinated 4-man SWF?

    A wealth of aura perks.

    Same question as before. Also, survivors were the ones that shifted the game from stealth to looping. What do you want, being able to hide all the match and then make the killer do a Benny Hill sketch with you for 50 seconds minimum when he finds you?

    MMR.

    … how the same SBMM that can put a baby killer against a 4-man P100 SWF with SWAT level coordination help him against them, exactly?

    I don't know, man. Seems like most of the changes you are talking about were those that balanced the power trip playing survivor in the day was, and things that yeah, made chase easier for Killers in general compared to when the game was survivor sided, but I don't see how any of that helps them specifically against 4-man SWF to the point of being able to claim "The game is balanced around Killers vs SWF now".

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882157#Comment_3882157

    The actual real issue, which is what you are getting close to, is that the game is balanced around SWF.

    The game used to be balanced around Solo Q with all the absolutely wild ######### you could have/do. Over time, that has dwindled. Now, Killers are built to deal with 4-man SWF's. Solo Q has been left in the dust due to these changes.

    And what changes had they made in these recent years that had rebuilt killers to deal with 4-man SWF and shifted the game to be balanced around them, exactly? Just curious…

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881813#Comment_3881813

    This is just post hoc rationalisation and making excuses. Nothing about perks changed in the past roughly 6+ months before this started being a thing.

    The only change that occurred anywhere near the time this started is the extra 10 seconds hook timer (8.2.0 - august 2024). Which, by the way, only comes into play if the killer is camping or lurking near hook to tunnel. Suddenly all of the complaints about instant unhooking to keep killer pressure at a minimum are forgotten and people lose their minds because they can't conceive of not camping or tunneling in this game.

    As for pop, this is the ultimate excuse and is absolutely. Not. The reason people are slugging in any way. Here's a timeline for pgtw in about the past year:

    6.1 (July 2022): 20% of current + 2.5% total (base kit) this version was still meta for years and "the best regression available" after they fixed cobruption.

    7.0 (may 2023): 30% of current and 2.5% total (base kit)

    7.5 (January 2024): 30% current and 5% total (base kit)

    8.0 (may 2024): 20% of current and 5% of total (base kit)

    The version we have now (8.0+) is objectively better than when it was considered a meta perk and one of the best in 6.1.0. There's also been no change to pop in almost a year, so there's zero excuse for it to be included in a recent "slugging meta" in the past couple months.

    If you're going to lie about the reasons, then WGLF was buffed in 8.3.0 (September 2024) and then the extra bonus healing slugged survivors speed was then nerfed soon after back to 100% (8.3.2 in October 2024). Which is just about when this all started.

    Seems like if we're just going to say anything on this topic then WGLF changes had far more to do with this than pop ever did. (Which is still probably not much imo, but this while argument of yours and similar ones from others is just simply wrong).

    Again, if everything that BHVR has done to hooks, regression perks, and mechanics without touching gen progression since 6.1 has nothing to do with it, then why is it just now that people are realizing that using an 8 years old perk and doing something that has always been an option, like bleeding out the 4 survivors, is more rewarding and time viable than hooking them? Because you said "in the past 6 months", but in reality this was cooking for years, and a lot of people saw it coming way before it started happening.

  • @Iabloko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880574#Comment_3880574

    I don't understand why it's not different, maybe you haven't played 2-3 years ago, or you have memory problems? A few years ago there weren't so many second chance perks, and the killer was REWARDED for the hook, the same pop goes the weasel - was USEFUL

    Because slugging hasn't changed. Hooking has indirectly, as you said, and that's why people are now seeing that it is better to just slug than hook.

    Seriously, you either misunderstood my point (read my other posts), or I don't know what you are trying to say.

  • In my opinion, it is way too easy for survivors to stay awake most of the time and counter him right now, which makes him weak.

    If they nerfed the clocks (reducing the amount on the map and more cooldown between uses) and if not completely reversed, there was at least some kind of penalty for destroying the Dream Pallets that you can see even when you are awake (make Paint Thinner base kit, at minimum) he would be probably fine.

  • @CursedPerson said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881026#Comment_3881026

    Patch 6.1 killer actions were buffed and survivor sprint after speed was reduced is what made this strategy better. I really don't think they need to stack 4 regression perks and make survivors have to do 8 generators worth of progress, these gen perks were rightfully nerfed. Killers have been slugging before and since then and the problem is only more complained about now since they added slugging for the mori. People were getting slugged and bled out too during the gen kick meta in fact probably more than they are now so there is no reason to think having perks killer perks nerfed is the reason. They added conspicuous actions to the anti tunnel perks too survivors were nerfed way more then killers so I dont want to hear how killers are not rewarded for hooking. The slugging is just easy because survivor dont have as many tools do deal with it unlike tunneling and camping. Killers will always be insufferable if they cant be punished for it, it has nothing to do with rewarding them.

    6.1 was released almost 3 years ago, it was a 0.3 seconds buff and a 0.2 seconds nerf, it was precisely after that patch that they added and removed all the things that make slugging worth more than hooking now, and on top of that, Knockout and slugging were exactly the same then as they are now.

    The coping is real.

  • @CursedPerson said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880652#Comment_3880652

    I said the biggest factor is killer cooldowns buff and survivor movement speed nerf. Slugging is more effective when you can down someone and immediately go do something else cuz before you could hit them and survivor could make it to the other side of the map now the can only make 10meters of distance. im saying thats the biggest factor. It has nothing to do with perks its because the base mechanics allow for it to be more effective now.

    I said the biggest factor is killer cooldowns buff and survivor movement speed nerf.

    Killer's cooldowns haven't been buffed, and survivor movement speed hasn't been nerfed in the last years. In fact, perks like STBFL were nerfed. What are you talking about?

    Slugging is more effective when you can down someone and immediately go do something else […]

    And here is the key that you people are not getting (even though you meant something else with it). Tunneling, 3-genning, the genkick meta, regression perk stacking… all those things were always about gaining time. Survivors with good game sense that coordinate a minimum don't leave most killers with a long enough time window to do anything, and min gen times have been a problem ignored for years now.

    Now, after years of BHVR making any other option for the killer to gain time minimal with nerfs and base mechanics, plus rewarding survivors with their stronger perks when they lose chase, plus making it even easier for survivors to make all the time the killer spent in his last chase go to waste, etc., some killers have come to the conclusion that it is better to simply not hook for all the reasons mentioned in the video, like not having to employ up to 20 seconds picking up and walking to the hook just to give survivors their stronger perks and the chance to screw you over. Like you said, you simply "down someone and immediately go do something else".

    It's not rocket science. I don't get why the need in denying it is when, again, slugging and Knockout are not precisely new things added to the game recently, and it's just now that people are going "Yep, slugging is the way".

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880377#Comment_3880377

    The zombies and survivors use different rigs. They'd have to manually port every cosmetic over, it's not just a drag and drop thing.

    They can retarget the zombie animation to the survivor rig, refine it, and now they have a single zombie animation for every survivor, right? Or even better, they can do it from scratch, as they only have to make one set of animations. But it is interesting that they used a specific rig for the zombies.

    @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880377#Comment_3880377

    I mean the amount of work hours itd take to recode every outfit and future outfit to work with nemisis power so that all 30+ survivors with 30+ outfits each all have a matching zombie version just incase 1 killer uses a mori.

    It's not like that at all. Just like ReverseVelocity said, the outfits are "attached" to the animation rig of the character. Meaning, if you don't change the aspect of the outfit, and the rig is the exact same, the outfit will fit any animation the survivors have, assuming they all have the same rig (which they should, as they all share the same animations). At most, there may be some clipping problems that should be easy to fix.

    Not saying they should do it, or that it won't be a time and money investment if they do so, just pointing out that it won't be that much of a workload.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880574#Comment_3880574

    so ask yourself why only now it is becoming the predominant strategy.

    If we use the exact same disingenuous logic as almost every recent thread on slugging (including this one) then the answer is "because WGLF got nerfed".

    Of course! And WoO is a perk for new players that nobody uses when they learn the maps, right?…

    I say to you the same I said to CursedPerson: Are you telling me that all those things that BHVR has done in the last years that made it literally more rewarding and time viable for most killers in the roster to slug instead of hooking, while leaving min gen times untouched, have nothing to do with it? Because then, explain to me why it is that using an 8 years old perk and doing something that has always been an option, like slugging the survivors, is becoming meta now and not before.

  • @CursedPerson said:

    The video is not really that great people like to say slugging is because x perks or they nerfed gen regression but thats all rubbish. The buffs to killer cooldowns and nerfs to survivor speed made this possible, survivors cant take killers to the other side of the map any more. Slugging was always a thing its just gotten worse with more people then ever slugging for the mori or 4k. At the end of the day survivors dont have as many tools to deal with it as they do tunneling, this disproportionately effects solo que cuz they lack the info and coordination. Their is only unbreakable and were going to live forever to help with this (exponential is really bad) so again they're relying on perks to counter this

    So, what you are saying is that all the nerfs to regression and slowdown perks, all the basekit mechanics that artificially restrict what killers can do, the +20 seconds to the total hook timer added for no apparent reason, all the second, third, and fourth chance perks that activate on hook, survivors weaponizing anti-tunnel perks, and all the things survivors can do to completely negate killer invested time like flashlight saves or hook sabotage made easier…

    In short, all those things that BHVR has done in the last years that made it literally more rewarding and time viable for most killers in the roster to slug instead of hooking, while maintaining gen progression and min times intact, have nothing to do with more killers slugging and is all "rubbish"?

    @Glaive said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880574#Comment_3880574

    Because hook perks aren’t rewarding enough anymore (His argument).

    I think he said a couple more things in his 22 minutes video than that. But technically true, although a bit reductionist.

  • @BorisDDAA said:

    This is no different than the gen kicking strat outrage or any nerf in dbd history. When BHVR removes broken toys, people moan and move to the next thing that takes less effort to do while trying to find 1000 excuses to justifiy it. Hooking is no different than years ago. The majority of killers I see hook people and win. Knockout needs a rework and bleedouts to bm/waste time should be addressed.

    Slugging is also no different than it was years ago, and Knockout has been in the game since 2017, so ask yourself why only now it is becoming the predominant strategy.

  • @ShanoaLegendaryPlz said:

    The reason it probably wouldnt work. Is cosmetics. Theyd have to make a zombified version of every cosmetic on every survivor, so that once they turn into a zombie it uses those cosmetics. Including whenever new cosmetics are added

    Why? They could use the exact same clothing on the zombies (maybe an extra dynamic texture on top of them in any case) and simply change the animation and texture of the survivor.

    The only reason it probably won't work is lore and gameplay reasons, as if they turn into zombies, then they are not getting sacrificed to the Entity, and just imagine the end game with 5 zombies roaming around and getting stuck on the map.

    It is a cool idea, though.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865955#Comment_3865955

    Are you just trolling now?

    You came in here, referring to the MMR system as to what is defined as a win.

    And I point out to you, that in the stuff that you yourself linked, it says that players get MMR for a KILL, not for 'beating a team'. This is why you lose less MMR for a 0K than you do for a 1K: Because you gained MMR once to offset the fact that you lose MMR three times. It's also why you gain less MMR for a 3K than you do for a 4K: Because you lost MMR once to offset the fact that you won MMR three times.

    I don't know how much more clear I can make this for you, buddy.

    Why do you only gain MMR after you have killed the majority of the team? Why? Why in the European football / soccer leagues you gain 1 point for a draw when what is important is to beat the other team? Why? Why in the ELO system used in chess they do a mathematics equation to determine the new ranking of a player if what counts is if someone won, lost, or tied with his opponent? WHY!?

    Because that's how that ranking system works. Period. That's it. Doesn't change the fact that for you to gain or lose ranking, you have to beat or lose against the rival, independent of how the ranking system works or the final amount of ranking granted. That's why your "why" question was completely irrelevant.

    But hey, you want to say that a killer in DbD has 5 possible outcomes instead of 3? Fine! A killer can "lose more", lose, draw, win or "win more". Doesn't change the fact that less than 1K is a loss, 2K is a draw, and more than that is a win. So no, the kill rate is not equal to the win rate no matter how many fallacies or mental gymnastics you people want to do.

    There, crystal clear. Whoever doesn't understand by now is because he doesn't want to.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865597#Comment_3865597

    If the only thing that matters is whether you win or lose against a -team-, why is there a distinction between 0K and 1K in MMR?

    If the only thing that matters is whether you win or lose against a -team-, why do you need to hook survivors 3 times to kill them? Why do you have to do 5 gens if only escaping counts? Why? Why does this have anything to do with what is being talked about? Why do you think you had made a real counterpoint to anything said? Why?

    https://www.youtube.com/watch?v=TbArDY2iWSw
  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865597#Comment_3865597

    Im not finding any of those numbers you posted on that page. I don't really want to go into numbers I don't know but, if a 0k is-20 and 1k is -10. Then it doesn't matter if I lost Mmr as it's just like I said above. By killing that one survivor I lost less mmr. I'm assuming a 0k is the starting point since survivors all start alive. So by killing one, I've gained 10 MMR. Doesn't mean I won't lose MMR overall, as that's basically the fee to enter the challenge.

    The page does literally say that they are like mini trials though. But if we go by this:

    "Killers gain points towards their MMR for killing Survivors in ranked Trials and lose points if they manage to escape:

    Killing 0 or 1 Survivor(s) is considered a loss towards MMR.

    Killing 2 Survivors is considered a draw.

    Killing 3 or 4 Survivors is considered a win towards MMR."

    Then I would call it at face value. That a 0-1k is considered a loss to MMR, etc...

    I could be overlooking it but I don't see any where that says this is a win or loss condition of the game though. Just a loss of MMR. A hidden number that has other factors that also decide how it is calculated.

    I promise I do understand what you are trying to say. And to be very honest ive been typing this so long I've forgotten what I'm even replying about lol. I don't understand though, why people want to calculate one side individually and the other as a single team or entity. It basically throws out draws on one side which either inflates their win or loss number. It also throws out balancing as a team if we want to consider things individually

    I could be overlooking it but I don't see any where that says this is a win or loss condition of the game though. Just a loss of MMR.

    And what is a "loss of MMR" according to you? Because for almost any other single ranked game in existence, a loss in rating is produced by a lost match, and a gain by a win. And I have literally shown you how the MMR win condition works for the killer and how you only win if you do more than a 3K. With a 1K you lose less MMR, but you have still lost.

    why people want to calculate one side individually and the other as a single team or entity. It basically throws out draws on one side which either inflates their win or loss number

    Because it is a totally asymmetrical game, which needs totally asymmetrical win conditions. And it is not the people, it's the devs of the game. That's why for the killer is a 1v4, but for each of the survivors it is a 1v1 against the killer.

    Also, you have the numbers in one of the latest videos from Choy, which I'm not going to post as the last time was removed for some reason.

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865589#Comment_3865589

    This is not the logic I proposed. You aren't using separate mini games. You are throwing them all into one game because you are lumping the win condition based on the result of all 4 mini games. Now, if you said that I was playing four individual mini games, and for each mini game I would either have to pay $10 or win $10, I would say that I won $10. But lost $30.

    Ie, I won't one game and lost 3

    Fun fact: My example is exactly how the base MMR rating works for killers (as there are other factors like the duration of the match and the other side MMR that influence the amount of MMR you gain or lose, as stated in the wiki).

    So I'm throwing them all into one game, because that is exactly how a match in DbD works for the killer in MMR terms and why is a 1v4 for him. And this has been confirmed by both dataminers and/or cheat developers (which, funnily enough, has access to the MMR rating of everybody when BHVR won't show it to us themselves):

    • 0K = -20 MMR
    • 1K = -10 MMR
    • 2K = 0 MMR
    • 3K = +10 MMR
    • 4K = +20 MMR

    So, again, have you won? Have you gained 10 and lost 30, or have you lost 10 because you lost the match?

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865571#Comment_3865571

    The killer did win against that survivor though. They not only won, they gained MMR for it. The loss of MMR had nothing to do with that win but with the loss from the 3 others. It's one way to look at it.

    Personally I still look at it as team vs team but to eachh their own

    Alright, let's use your logic here: You are playing a match where you need to complete 4 minigames. If you don't complete any minigame, you have to pay 20 dollars. If you only complete 1 minigame, you have to pay 10. If you complete 2 minigames, you don't have to pay anything but don't earn anything either. If you complete 3 minigames, you earn 10 dollars, and completing all minigames, you earn 20 dollars.

    You play the match and only complete 1 minigame. Now, have you won the match? Did you "gain 10 dollars" by completing that single minigame, or have you lost and now have to pay 10 dollars? Which of course is better than having to pay 20, but still, you have to pay.

    And again, you can look at it however you want. Won't change the previously stated facts.

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865565#Comment_3865565

    No what I'm saying is it's closer to a competition with different game modes. A series of mini events or mini games. You may lose the overall competition but still win some of the games

    But you lost the overall competition and will be punished for it by losing MMR, because guess what? For the killer, is not a series of "mini events", it is a full 1v4 match even if for each of the survivors it is a 1v1 against the killer.

    So, if the killer does a 1K, the killer lost, 3 survivors won, and another one also lost. That's it. It is not that hard to understand.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865552#Comment_3865552

    Yep, each match of killer is four 1v1 matchups for the purpose of MMR. So a 3k is 3 wins and 1 loss. In other words, kill rate = win rate.

    No, it is not, because a win for the killer is a 3K, so a 2K doesn't means 2 wins for the killer, and a 3K is 1 win.

    @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865495#Comment_3865495

    I think he's saying that your MMR will decrease based on the 3 escapes. But you actually gain MMR from the 1k. So the overall decrease is not as significant as say a 4 escape. You essentially won one but lost 3.

    But you didn't win anything, because for the killer, the match is not a 1v1 with each survivor, it is a 1v4.

    What you are saying is like being second to last in a competition and claiming that you won just because you weren't the last one, so it could be worst. Dude, you have still lost.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865489#Comment_3865489

    No, the bullet points are literally the win conditions for killers

    No, they aren't. The line above it explains the exact function of the MMR system for killers.

    If you kill a survivor, your MMR goes up.

    If a survivor escapes, your MMR goes down.

    And you can tell this is the case because a 0K drops your MMR more than a 1K, which wouldn't be the case if it ONLY cared about whether or not you beat the opposing team. Similarly, a 3K and a 4K would not differ in MMR gain if the ONLY thing that mattered was whether you beat the team.

    The individual kills are what are counted, NOT the team outcome. The fact that you gain MMR if you kill a majority of the survivors is a consequence of winning the majority of your match-ups.

    So, your point is that even if you do a 1K in a match (which, per win conditions, means you have lost and your MMR will decrease), you have still won just because you lose "more" by not killing anybody than by killing 1 survivor? Is that it?

    Because if it is not, I don't know how what you said supports your claim that "individual kills ARE wins for the killer", even when they have literally lost according to the game win conditions and will be penalized for it. And if it is, saying that you win even when losing sounds logical to you?

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865472#Comment_3865472

    My boy, you posted this:

    https://us.v-cdn.net/6030815/uploads/Y8MBEP52K3HR/killer-wins.jpg

    It literally says that killers gain points towards their MMR for killing survivors. And it has been explained in the past that you DO actually gain MMR for individual kills. The MMR system does operate on a 1v1 basis and nothing else.

    The bullet-point list underneath is a simplification to explain to people that if they lose the majority of their match-ups, their MMR will decrease. That is how the MMR system works, it counts every individual kill and escape. It literally does treat it as 1v1s, even from the killer's side.

    The bullet-point list underneath is a simplification to explain to people that if they lose the majority of their match-ups, their MMR will decrease.

    No, the bullet points are literally the win conditions for killers, which are different from those for survivors, making the match for the killer a 1v4 and for each individual survivor a 1v1 against the killer. Meaning, a survivor can win a match even if the killer has also won, as the win conditions are completely asymmetrical.

    And it literally says it there: The MMR decreases if a killer does less than a 1K because he lost, and he gains MMR if he does a 3K or more because he won. So no, you DON'T actually gain MMR for individual kills nowadays.

  • @Eelanos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435955/kill-rate-is-not-win-rate

    Here's one set of games: 4k, 4k, 2k, 2k, 2k, 2k, 2k, 2k, 2k, 2k
    The killer has a 60% kill rate, but only a 20% win rate (with an 80% draw rate).

    Here's another set of games: 3k, 3k, 3k, 3k, 3k, 3k, 3k, 3k, 0k, 0k
    The killer has a 60% kill rate, with an 80% win rate (and a 20% loss rate).

    Have you noticed that if you take both of your scenarios into account survivors only win twice in comparison to the killer's 10 wins?

    Your horrible, terrible, atrocious killer win rate of 20% with a 60% kill rate lands 0 wins to survivors for a wooping 0% win rate.

    First set survivor wins per win conditions: 0, 0, 2, 2, 2, 2, 2, 2, 2, 2 | 40% winrate

    Second set: 1, 1, 1, 1, 1, 1, 1, 1, 4, 4 ! 40% winrate

    Again, per MMR win conditions, survivors are not a team. Each survivor can win or lose individually.

    If you want to personally define a "survivor win" only as a 3 or 4 escape, you do you. But if we are going to use the kill / win rates as a point to argue against the balance of the game, we should stick to the win conditions the game uses, and those are what the MMR system defines.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865334#Comment_3865334

    I do want to point out to you that, in fact, individual kills ARE wins for the killer according to what you posted, as it states that every survivor killed grants MMR.

    It's just that if you kill fewer than half the survivors, your MMR decreases, but that's to be expected if you win one and lose three matches.

    So, should we add "asymmetrical win conditions" to the list of concepts you don't want to understand, just besides "averages"?

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865219#Comment_3865219

    Look, I've been as explicit as I can on this topic, and I'm starting to think you're deliberately conflating these two to confuse things intentionally.

    If you define a 0k and 1k as survivor team wins, a 2k draw, and 3k and 4k as killer win, then there's no confusion. That's the definition. That definition results in about a 50% killer win rate and a 37% survivor kill rate with about 13% draws.

    You're saying that "escape is an individual survivor win", so even using that definition, a 60% kill rate is a 60% win rate for the killer. That's it. The only way you're getting confused is trying to somehow imply that a survivor escaping means that the killer isn't winning, but you're explicitly defining a 1v1 here, so that's not possible.

    I can't be more specific than this, so at this point if you're still confused I'm going to bow out. The only reason I can think of that this isn't clear is because you're trying to spin this as some kind of "2+2 = 5 so killers need additional buffs" or something. None of these interpretations say anything except that the devs have been successful in making the game killer sided, as they've explicitly stated has been their goal for a while now.

    If you define a 0k and 1k as survivor team wins, a 2k draw, and 3k and 4k as killer win, then there's no confusion. That's the definition.

    Sorry, but that's not how the only win conditions the game has (even if hidden to the player) work:

    https://deadbydaylight.wiki.gg/wiki/Skill-Based_Matchmaking_Rating

    image.png image.png image.png

    You're saying that "escape is an individual survivor win", so even using that definition, a 60% kill rate is a 60% win rate for the killer.

    No, because killers and survivors don't have the same win conditions, and a win for the killer is a 3K. That's why a 60% kill rate is not a 60% win rate, and OP is right. After all the times that this has been explained, it's about time people stop claiming otherwise.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788325#Comment_3788325

    i'd rather they buff stealth to actual stealth so i am actually rewarded for finding survivors while blind. normally, when killer have drawbacks, they tend have large benefits to counter-act drawbacks, right? like nurse move 96 m/s but has great power, Singularity has tag survivors, but then he gets teleport right. Oni has charge up but he gets instant downs. so big negative, big positive right. than you have dracula that has big negative for bats but…. not so great positive. i feel like positives should be bigger then what current negatives are. right now they don't feel like that way.

    They should at least remove the lullaby from the Bat form, for sure. He already has a sound cue for the bats and is visible and stunnable, so why does he need another warning of him being close.

  • I think it is one of the best designed killers so far, and doing anything with him is pretty smooth. The only things that are a little "clunky" are the Bat to Wolf transformation and the Hellfire spawning the exact same instant you press the button, making it hard to aim while moving, so you need to adapt to it.

    Is he strong? No (and that doesn't mean he is weak, either). But clunky and slow? Absolutely not, especially if you use his forms appropriately.

  • In theory, it sounds good. In practice, I can't wait for all the infighting and people getting banned and discriminated of every single group because of the perks they use, the character they pick, or the way they play, forced now to suffer longer queue times.

    A "Guild" system to find people to form SWFs before queueing or create Custom games? Maybe. Dividing the playerbase into their own eco-chambers? Nah, you would transform it in the videogame equivalent of Twitter.

  • I keep seeing people on Twitter complain about this

    That explains everything.

  • Someone complaining about the new killer not even 24 hours after his release? What a surprise!

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788428#Comment_3788428

    I was talking about making the game free on EGS. Like OP was.

    The game was free one time on EGS only. AFAIK, it was never free again. Also, you were responding to a conversation about pulling out the game completely from EGS (that I have to say, if they are going to give an Steam copy in exchange, I'm all about it).

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788010#Comment_3788010

    Okay but making doing all of that even easier than usual is still bad and it should stop being enabled so much. This isn't about fixing all cheating, this is about not doing things that make cheating way easier for cheaters to do.

    You're just arguing for the sake of arguing. No it's not a perfect end-all solution to every problem ever. Nothing is. Pointing out "but it doesn't fix everything forever" contributes nothing, it's just deflection.

    They are not even getting new accounts from Epic anymore, according to a hacker interviewed by Choy.

    EDIT: Seems like mods don't like Choy videos, so look it up in Youtube.

    So, the solution is not removing a copy from the game on any platform. The best solution is for BHVR to fix their account system (and I'm going to guess that the BHVR account is the first step) and start doing software detection, as the hacker said himself.

    Also, you have to take into account that someone paying 18 bucks a week to cheat in a videogame won't have too much problem paying 20 for the game again whenever he is banned. Because yes, they are paying for it. Sad, I know.

  • Just as OP said, Dominus Anger unlocked instantly, but Snapper Casket not.

  • Clean a totem → Get Pentimento → Go back to that totem you cleaned to clean the Pentimento.

    That's it. That's all you have to do to counter it. It doesn't need a nerf.

  • Not long ago, there was a version of Geforce Experience that was bugged and didn't work at all with D12 games, but it is now solved. EDIT: Maybe it is still a thing, as I remembered that the way I solved it was by activating Desktop recording in privacy settings.

    Do you have enough space on your recording hard drive? Because usually, the main reason my Instant Replay deactivates the moment I turn it on is because there is not enough space to record anything anymore.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786503#Comment_3786503

    50% kill rate would be an average of 2 kills per game which is considered a draw. Saying 2.4 kills is preferable is just arbitrary. Plus you can't even know the actual "win" rate (whatever you consider a win for killer) just from the average amount of kills because you don't know how those kills are distributed in individual games. On the point about how the 2 sides cannot be directly compared, I agree. That's why the only way you can tell how "balanced" the game is by examining how players perform in actual games, not by making up fantasy scenarios like everyone likes to do. And its a fact right now that in most, possibly all mmr's the game has become too Killer sided and it is affecting the game in a negative way. Hook suicides and dc's are probably the most visible symptom. I believe if this trend is not reversed and the balance is not shifted back at least slightly it will eventually lead to less survivors playing and increased que times.

    50% kill rate would be an average of 2 kills per game which is considered a draw.

    Exactly! That's why devs want it to be a 60% to "keep matches relatively even", so killers can win as much as survivors:

    MathDontLie.jpg

    Saying 2.4 kills is preferable is just arbitrary.

    No, it's math. Try to find any other kill rate on average that grants the same chances of winning to both sides according to the MMR.

    Plus you can't even know the actual "win" rate (whatever you consider a win for killer) just from the average amount of kills because you don't know how those kills are distributed in individual games.

    First, it is not "whatever you consider a win for killer" as there is already a system that have the win conditions established even if the game itself don't: The MMR.

    https://deadbydaylight.fandom.com/wiki/Skill-Based_Matchmaking_Rating?so=search#General_Ratings

    Second, kill distribution could indicate that an individual killer need to be balanced (either because he is overperforming and doing a lot of 3/4K, or underperforming as he is only doing 0/1/2K). But how do you know the exact kill distribution to consider a killer "balanced" and how you guarantee it across all skill levels of all players? Simply, you can't. That's why the average kill rate is needed, just as explained.

    And its a fact right now that in most, possibly all mmr's the game has become too Killer sided and it is affecting the game in a negative way. Hook suicides and dc's are probably the most visible symptom.

    You said it yourself, "symptom". And if you played killer enough to get the full picture, you probably figured out what the disease is.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786491#Comment_3786491

    Well even if they said that you can prove by simple arithmetic that they favor Killer. Like I said I'm not even against that idea necessarily I just think they overdid it a bit. And of course "impossible" is an exaggeration but it is way harder as Survivor that's just a fact. Yes new Killers don't know a lot of things either but the way the game mechanics are now its just way easier to wing it as Killer starting out. I

    The reason of why the 60% average kill rate is needed and balanced, abridged version: As in DbD…

    • The win conditions for both sides are completely asymmetrical. (MMR win condition to be exact)
    • You can't directly compare skill levels of both sides, as they require completely different sets of skills and game sense.
    • One side is a team of 4 players that can have different skill levels.
    • That side is not even considered a team per win conditions, and each individual player in it will win or lose individually.
    • You have 5 possible match outcomes, which define the wins or losses of 5 different players.

    You can't balance the game as you would in most other similar videogames. That's why then we look at our win conditions, we notice that the common denominator is "kills", so we use an average kill rate as the target balancing point. And look at that, if you do the math it even provides a "sweet spot" that allows us to guarantee an equal chance of winning for both sides (60%, 2.4 survivors killed per match on average, 40% win rate on average) without even having to worry about skill levels, side, character used, or anything else.

    And that's about it. For more info, there are multiple threads filled with discussions about this.

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786481#Comment_3786481

    I main trapper and huntress and trust me its so easy, most games i win by m1ing and i only ever switch to huntress when im iri 1. Most of the games i “lose” is when i get 8 hooks and just let the surviviors go because nobody likes being utterly crushed

    Two doritos later:

    @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786488#Comment_3786488

    I dont have a problem with the killers having a advantage, but what i do mind is me literally having no counter to it.

    So many playstyles just ultimately negate any chance of me escaping, or more importantly having fun and theres nothing i can do about it. And most killer powers just reward free downs or injuries without any skill on their end.

    Tell me you don't play killer without telling me you don't play killer. At minimum, again, you haven't played enough.

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